Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.6.7

Addons

Ashes of Urh'Rok 1.6.7

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.6.0

Embers of Rage 1.6.7

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the four new tinker classes: Gunslingers, Sawbutchers, Psyshots and Annihilators! Plus a class evolution: Technomancers! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.6.6

Forbidden Cults 1.6.7

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Defense: Resistances

Defense: Immunities

Pinning Resistance

21%

Confusion Resistance

10%

Instadeath Resistance

100%

Disarm Resistance

20%

Poison Resistance

40%

Knockback Resistance

21%

Inscriptions (3/3)

Runes

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned.
Only one image can be created per enemy in radius 10 with the first being created near the closest enemy.
Images inherit all of your life, resistance, armor, defense, and armor hardiness.

Rune: Mirror Image

Runes

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 57 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Cunning stat.

Class Talents

Chronomancy / Bow Threading

1.30

Effective talent level: 1.3Use mode: ActivatedParadox cost: 8Range: 9Cooldown: 6Travel Speed: instantaneousUsage Speed: Archery (100% of a turn)Is: a spellDescription: Fire an arrow for 71% weapon damage and call up to 2 wardens, depending on available space, that will each fire a single arrow before returning to their timelines.
The wardens are out of phase with normal reality and deal 50% less damage but shoot through friendly targets. All your arrows, including arrows from Shoot and other talents, now phase through friendly targets without causing them harm.

Bow Threading talents will freely swap to your bow when activated if you have one in your secondary slot. You may use the Shoot talent in a similar manner.

Arrow Stitching

1/5

Effective talent level: 1.3Use mode: ActivatedParadox cost: 18Range: 9Cooldown: 10Travel Speed: instantaneousUsage Speed: Archery (100% of a turn)Is: a spellDescription: Fire an arrow for 125% weapon damage. When the arrow reaches its destination or hits a target it will draw in all other targets in a radius of 2 and inflict 82.92 physical damage.
Each target moved beyond the first increases the damage 10.37 (up to 41.46 bonus damage).
Targets take reduced damage the further they are from the epicenter (20% less per tile).
The additional damage scales with your Spellpower.

Singularity Arrow

1/5

Effective talent level: 1.3Use mode: ActivatedParadox cost: 12Range: 9Cooldown: 12Travel Speed: instantaneousUsage Speed: Archery (100% of a turn)Is: a spellDescription: Over the next 4 turns you'll fire up to 4 arrows at this target from this location, each dealing 91% weapon damage to the target.
These shots do not consume ammo.

Effective talent level: 1.3Use mode: PassiveIs: a spellDescription: When you move you gain 12% movement speed for 1 turns. This effect stacks up to three times but can only occur once per turn.

Celerity

1/5

Effective talent level: 1.3Use mode: PassiveIs: a spellDescription: When you use a non-instant chronomancy spell you gain 6% attack, spell, and mind speed for 1 turns. This effect stacks up to three times but can only occur once per turn.

Effective talent level: 1.3Use mode: PassiveIs: a spellDescription: Learn to lay Warp Mines in a radius of 1. Warp Mines teleport targets that trigger them either toward you or away from you depending on the type of mine used and inflict 34.55 physical and 36.97 temporal (warp) damage.
The mines are hidden traps (24 detection and 30 disarm power based on your Magic), last for 6 turns, and each have a ten turn cooldown.
Investing in this talent improves the range of all Spacetime Folding talents and the damage caused by your Warp Mines will improve with your Spellpower.

Current Spacetime Folding Range: 5

Warp Mines

1/5

Effective talent level: 1.3Use mode: ActivatedParadox cost: 12Range: 5Cooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Tether the target to the location for 6 turns.
Each turn the target has a 15% chance per tile it's travelled away from the tether to be teleported back, inflicting 34.55 physical and 36.97 temporal (warp) damage to all enemies in a radius of 1 at both the entrance and exit locations.
The damage will scale with your Spellpower.

Spatial Tether

1/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 12Range: 5Cooldown: 4Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Randomly teleports all enemies within a radius of three. Enemies will be teleported between 2 and 3 tiles from you and may be stunned, blinded, confused, or pinned for 1 turns.
The chance of teleportion will scale with your Spellpower.

Banish

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 20Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Create a radius three anti-teleport field for 3 turns and daze all enemies in the area of effect for two turns.
Enemies attempting to teleport while anchored take 6.71 physical and 7.18 temporal (warp) damage.
The damage will scale with your Spellpower.

Effective talent level: 1.3Use mode: ActivatedParadox cost: 12Range: melee/personalFixed Cooldown: 24Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: For the next 4 turns, you recover 14.9 life and talents without fixed cooldowns will have their cooldowns refresh twice as fast as usual.
The life regeneration will scale with your Spellpower.

Invigorate

1/5

Effective talent level: 1.3Use mode: PassiveCooldown: 8Is: a spellDescription: You now have a 14% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.

Fold Fate: Deals 14.60 temporal damage to enemies in a radius of 1. Affected targets may lose 30% physical and temporal resistance for 2 turns.
Fold Warp: Deals 6.82 physical and 7.30 temporal damage to enemies in a radius of 1. Affected targets may be stunned, blinded, confused, or pinned for 2 turns.
Fold Gravity: Deals 13.65 physical damage to enemies in a radius of 1. Affected targets will be slowed (30%) for 2 turns.

Each Fold has an eight turn cooldown. If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn.

Effective talent level: 2.6Use mode: PassiveIs: a spellDescription: Increases weapon damage by 48% and physical power by 30 when using swords, axes, maces, knives, or bows.
You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage.
These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery.

Strength of Purpose

2/5

Effective talent level: 1.3Use mode: PassiveCooldown: 10Is: a spellDescription: When a single hit deals more than 26% of your maximum life another you appears and takes 28% of the damage as well as 14% of all damage you take for the next 2 turns.
The clone is out of phase with this reality and deals 50% less damage but its arrows will pass through friendly targets.
This talent has a cooldown.

Guardian Unity

1/5

Effective talent level: 0.0Use mode: PassiveIs: a spellDescription: Improves your capacity to see invisible foes by +3 and to see through stealth by +3. Additionally you have a -15% chance to recover from a single negative status effect each turn.
Sense abilities will scale with your Magic stat.

Vigilance

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 10Range: 9Cooldown: 6Travel Speed: instantaneousUsage Speed: Archery (100% of a turn)Is: a spellDescription: Attack the target with either your ranged or melee weapons for 120% weapon damage. For the next 10 turns random targeting, such as from Blink Blade and Warden's Call, will focus on this target.
Attacks against this target gain -15% critical chance and critical strike power while you take -15% less damage from all enemies whose rank is lower then that of your focus target.

Effective talent level: 1.3Use mode: ActivatedParadox cost: 10Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Command your Temporal Hounds to teleport to the targeted location. If you target an enemy your hounds will set that enemy as their target.
When you learn this talent, your hounds gain 12 defense and 12% resist all after any teleport.
At talent level five, if you're not at your maximum number of hounds when you cast this spell a new one will be summoned.
The teleportation bonuses scale with your Spellpower.

Command Hounds: Blink

1/5

Effective talent level: 0.0Use mode: PassiveIs: a spellDescription: Your hounds can now survive for up to 1 turns after their hit points are reduced below 1. While in this state they deal 50% less damage but are immune to additional damage.
Command Blink will now regenerate your hounds for 3 life per turn and increase their global speed by 3% for five turns. Hounds below 1 life when this effect occurs will have the bonuses doubled.
When you learn this talent, your hounds gain -1% stun, blind, confusion, and pin resistance.
The regeneration scales with your Spellpower.

Temporal Vigour

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 10Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Command your Temporal Hounds to breathe time, dealing 12.41 temporal damage and reducing the three highest stats of all targets in a radius 3 cone.
Affected targets will have their stats reduced by 3 for 3 turns. You are immune to the breath of your own hounds and your hounds are immune to stat damage from other hounds.
When you learn this talent, your hounds gain -1% temporal damage affinity.

Blade Threading talents will freely swap to your dual-weapons when activated if you have them in your secondary slots. Additionally you may use the Attack talent in a similar manner.

Warp Blade

1/5

Effective talent level: 1.3Use mode: ActivatedParadox cost: 12Range: 5Cooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Is: a spellDescription: Teleport to the target and attack with your melee weapons for 71% damage. Then teleport next to a second random enemy, attacking for 71% damage.
Blink Blade can hit the same target multiple times.

Blink Blade

1/5

Effective talent level: 1.3Use mode: ActivatedParadox cost: 18Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Is: a spellDescription: Attack up to three adjacent targets for 125% weapon damage. If any attack hits you'll create a temporal shear dealing 73.94 temporal damage in a radius 4 cone.
Each target you hit with your weapons beyond the first increases the damage of the shear by 25%. Targets reduced below 20% of maximum life by the shear may be instantly slain.
The cone damage improves with your Spellpower.

Blade Shear

1/5

Effective talent level: 0.0Use mode: PassiveIs: a spellDescription: While dual-wielding you have a -15% chance of completely parrying melee attacks made against you.

Blade Ward

0/5

Generic Talents

Chronomancy / Chronomancy

1.30

Effective talent level: 2.6Use mode: ActivatedParadox cost: 10Range: 17Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You peer into the future, sensing creatures and traps in a radius of 17 for 5 turns.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight bonuses) while Precognition is active.

Precognition

2/5

Effective talent level: 1.3Use mode: PassiveIs: a spellDescription: Gain 14 defense and 3% chance to shrug off critical hits.
If you have Precognition or See the Threads active these bonuses will be added to those effects, granting additional defense and chance to shrug off critical hits.
These bonuses scale with your Magic stat.

Foresight

1/5

Effective talent level: 1.3Use mode: SustainedSustain paradox cost: 36Range: melee/personalCooldown: 50Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Choose an activatable spell that affects only you, does not require a target, and does not have a fixed cooldown. When you take damage that reduces your life below 27% the spell will automatically cast.
This spell will cast even if it is currently on cooldown, will not consume a turn or resources, and uses the talent level of Contingency or its own, whichever is lower.
This effect can only occur once every 50 turns and takes place after the damage is resolved.

Current Contingency Spell: None

Contingency

1/5

Effective talent level: 1.3Use mode: ActivatedParadox cost: 24Range: melee/personalCooldown: 50Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You peer into three possible futures, allowing you to explore each for 5 turns. When the effect expires, you'll choose which of the three futures becomes your present.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end.
This spell may only be used once per zone level.

See the Threads

1/5

Chronomancy / Spacetime Weaving

1.30

Effective talent level: 2.6Use mode: ActivatedParadox cost: 10Range: 6Cooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Teleports you to up to 6 tiles away, to a targeted location in line of sight.
At talent level 5 you may swap positions with a target creature.

Dimensional Step

2/5

Effective talent level: 1.3Use mode: PassiveIs: a spellDescription: When you teleport you reduce the duration of a single detrimental effect by 2 turns.

Dimensional Shift

1/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 10Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 13 accuracy).
The wormholes will last 3 turns and must be placed at least two tiles apart.
The chance of teleporting enemies will scale with your Spellpower.

Wormhole

0/5

Effective talent level: 0.0Use mode: SustainedSustain paradox cost: 36Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: When you teleport you fire a pulse that jolts enemies out of phase in a radius of 0 around both the start and the destination point.
Each target has a 2% chance per tile you travelled to be stunned, blinded, confused, or pinned for 1 turns.

Phase Pulse

0/5

Race / Shalore

1.00

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 46Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Call upon the grace of the Eternals to increase your global speed by 33% for 5 turns.
The speed bonus will increase with your Dexterity or Magic (whichever is higher).

Grace of the Eternals

1/5

Effective talent level: 2.0Use mode: PassiveIs: a spellDescription: Reality bends slightly in the presence of a Shaloren due to their inherent magical nature.
Increases critical chance by 5% and critical strike power by 9%.

Magic of the Eternals

2/5

Effective talent level: 0.0Use mode: SustainedRange: melee/personalCooldown: 61Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: As the only immortal race of Eyal, Shaloren have learnt over the long years to use their innate inner magic to protect themselves.
12% chance to become invisible (power 20) for 5 turns when hit by a blow doing at least 10% of your total life.

Secrets of the Eternals

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalFixed Cooldown: 50Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: The world grows old as you stand through the ages. To you, time is different.
Reduces the time remaining on detrimental effects by 2, most cooling down talents by 1, and increases the time remaining on beneficial effects by 1 (up to 2 times the current duration).

Effective talent level: 0.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

0/5

Effective talent level: 3.9Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 37 Defense, 28% Armour hardiness, and 15% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 18 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Effects

talent

Temporal Hounds

talent

Weapon Folding

beneficial effect

The target is moving is 37% faster.

3 Celerity

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.

And now for a grave

active

You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.

There are also rumours of a renegade Shaloren camp to the west.

* You have explored the scintillating caves and destroyed the Spellblaze Crystal.* You have explored the Rhaloren camp and killed the Inquisitor.

Echoes of the Spellblaze

done

You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.
As a reward you improved Dexterity by +5.

Escort: repented thief (level 2 of Trollmire)

done

The unhallowed morass is the name of the 'zone' surrounding Point Zero.
The temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on.* You have explored the morass and destroyed the weaver queen, finding strange traces on it.* You have helped defend Point Zero.

Future Echoes

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You must explore the Old Forest and find out what lurks there and what treasures are to be gained!* You have explored the Maze and vanquished the Horned Horror.* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.'
Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.'
Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed green worm. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.'
Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.'

The Brotherhood of Alchemists

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.

An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul.

Inventory

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 35Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to endure even the most grievous of wounds for 5 turns.
While Heroism is active, you will only die when reaching -356 life.
The duration and life will increase by 1% for every 1% life you have lost (currently 356 life, 5 duration)
If your life is below 0 when this effect wears off it will be set to 1.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the infusion.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 3 mind, 3 darknessIt can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to summon a protective storm around you for 4 turns.
While active the storm will completely block all damage over 0 up to 3 times.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the rune.

This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.

When wielded/worn:
Changes stats: +5 Wil
Mental save: +10 (+4 eff.)
Mindpower: +5 (+2 eff.)
The wearer is asleep.Lucid Dreamer: This item allows the wearer to act while sleeping.It can be used to activate talent Sleep (costing 20 power out of 25/25) :Effective talent level: 3.0Power cost: 20 out of 25/25.Range: 7Travel Speed: instantaneousIs: a mind powerDescription: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.

This ethereal eye stares eternally, as if seeing things that do not truly exist.

Eye of the Dreaming One

Crystal Focus
Powered by arcane forces0.00 Encumbrance.

[Unique]
Type: gem / multi-hued ; tier 2

When wielded/worn:
Changes stats: +5 Mag
Changes damage: +20% arcane / +20% blight(The created item can be activated to recover the Focus.)Latent Damage Type: ArcaneIt can be used to combine with a weapon (makes a non enchanted weapon into an artifact)

Activation costs 1 power out of 1/1.

This crystal radiates the power of the Spellblaze itself.

Crystal Focus

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns

Activation costs 202 power out of 315/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.